Original thread.
http://forum.zdoom.org/viewtopic.php?f=4&t=34585
MaxED over at Zdoom forums discovered an opengl hack which treats said games with ENBSeries style features.
To further tweak, you can try the following variables. Bold variables must be on for Gzdoom/Zandronum to work. Also runs with Doomsday and other GL based ports.
I usedthis
A short instruction if someone is interested:
1. Place QeffectsGL.ini and opengl32.dll in your GZDoom folder.
2. Open QeffectsGL.ini and add following section after [Generic]:(GZDoom crashes on startup if Multisampling or Anisotropy is enabled)Code: Select all
[gzdoom.exe] Anisotropy=0 Multisample=0
3. Tweak various settings to your liking.
4. Launch GZDoom as usual.
Anisotropy=0
Multisample=0
These modify Bloom, its strength, and dampening.
Bloom=1
BloomSteps=8
BloomDarken=8
BloomScale=8
SSAO (in terms of this hack) creates false depth shadows. Beware that it also affects the sky and in GZDoom (not zandronum) the shadows will clip through sprites. To cancel it out use SSAO(Min/Max)Z at equal values to each other. This will not work with NVIDIA beta drivers either.
SSAO=1
SSAOScale=1.0
SSAOMinZ
SSAOMaxZ
Global saturation and lighting.
Saturation=-32
Lightness=-10
Emboss Bumpmapping. Will bring the pixels out a bit more if you desire.
Emboss=0
EmbossScale
DOF Blur.
DOF=1
DOFMinZ=0.005
DOFSpeed=0.75
DOFScale=3.0